	attribute vec3 aVertexPosition;
	attribute vec2 aVertexUVs;
	attribute vec3 aVertexNormals;
	
	uniform mat4 uMVPMatrix;
	
	varying vec2 aVertexUVs_;
	varying vec3 aVertexNormals_;

    void main(void) {
        gl_Position = uMVPMatrix * vec4(aVertexPosition, 1.0);
		aVertexUVs_ = aVertexUVs;
		aVertexNormals_ = aVertexNormals;
    }